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[REL|WIP] Gangsta Rides Tuning for the IV stock cars
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NaidRaida  |
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Inactive user

Group: Members
Joined: Dec 14, 2010


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| QUOTE (PacketOVerload_x64Bit @ Saturday, Apr 14 2012, 19:36) | | which value do I adjust to adjust the ride height? |
Thanks Packet. Adjusting the suspension height is pretty simple: 2100.0 5.5 85 0.0 -0.02 -0.09 0.0 7 0.3 1.0 200.0 0.28 0.65 0.7 35.0 1.25 0.95 13.5 0.14 0.47 3.55 2.85 2.85 0.12 -0.16 -0.015 0.5 3.5 1.0 3.5 2.0 0.0 130000 00440010 00404000 0 Standard Raise value for all stock vehicles is 0.0. The yellow marked parameter is the knob to turn. It's called "Raise" in the handling editor. Increasing the value will lead to more suspension (normal look), decreasing will lead to less suspension (sport look). You should modify this parameter in small steps cause going from -0.015 (my current Schafter value) to 0.0 will increase the suspension a lot. I modify this value mostly with 0.01/0.005/0.002 steps for more precision. -------------------- | QUOTE (LIVE_SlimSlugga713 @ Sunday, Apr 15 2012, 00:39) | | Bro could you please Make the 84's A.k.A Swangas |
At the moment I cannot create much scratch made stuff and these rims look like difficult to create, that would require more modelling knowhow than I actually have. Before I can do that we're all playing GTA V I bet. This post has been edited by NaidRaida on Sunday, Apr 15 2012, 11:33
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LIVE_SlimSlugga713  |
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H-Town Nigga

Group: Members
Joined: Nov 14, 2010

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| QUOTE (NaidRaida @ Sunday, Apr 15 2012, 04:12) | | QUOTE (PacketOVerload_x64Bit @ Saturday, Apr 14 2012, 19:36) | | which value do I adjust to adjust the ride height? |
Thanks Packet. Adjusting the suspension height is pretty simple:
2100.0 5.5 85 0.0 -0.02 -0.09 0.0 7 0.3 1.0 200.0 0.28 0.65 0.7 35.0 1.25 0.95 13.5 0.14 0.47 3.55 2.85 2.85 0.12 -0.16 -0.015 0.5 3.5 1.0 3.5 2.0 0.0 130000 00440010 00404000 0
Standard Raise value for all stock vehicles is 0.0.
The yellow marked parameter is the knob to turn. It's called "Raise" in the handling editor. Increasing the value will lead to more suspension (normal look), decreasing will lead to less suspension (sport look). You should modify this parameter in small steps cause going from -0.015 (my current Schafter value) to 0.0 will increase the suspension a lot. I modify this value mostly with 0.01/0.005/0.002 steps for more precision.
--------------------
| QUOTE (LIVE_SlimSlugga713 @ Sunday, Apr 15 2012, 00:39) | | Bro could you please Make the 84's A.k.A Swangas |
At the moment I cannot create much scratch made stuff and these rims look like difficult to create, that would require more modelling knowhow than I actually have. Before I can do that we're all playing GTA V I bet. | | QUOTE | | At the moment I cannot create much scratch made stuff and these rims look like difficult to create, that would require more modelling knowhow than I actually have. Before I can do that we're all playing GTA V I bet. |
ok do think you could convert it from Gta:sa because i have the file.
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NaidRaida  |
Posted: Saturday, Apr 21 2012, 00:52
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Inactive user

Group: Members
Joined: Dec 14, 2010


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| QUOTE (ZBNYNC @ Saturday, Apr 21 2012, 02:39) | That Tampa is looking good! Have you thought about using real companies for the wheels on your cars like Asanti or BBS or Dayton? |
Not yet because I'm just experimenting with 3D modelling step by step and I'm using only all original game material for editing. I want to maintain a classic IV character, that's my main goal here. Ok, I've put an original texture to the brakes but only because they had almost no existing texture, the original one was just a bunch of unrecognizable pixels. This post has been edited by NaidRaida on Saturday, Apr 21 2012, 13:24
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Vanni83  |
Posted: Saturday, Apr 21 2012, 07:28
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Thug

Group: Members
Joined: Jan 25, 2011

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raggazam  |
Posted: Saturday, Apr 21 2012, 10:58
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Homie

Group: Members
Joined: Sep 18, 2011


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PacketOVerload_x64Bit  |
Posted: Saturday, Apr 28 2012, 04:41
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Go Home Lens Effect, You're a Drunk Rainbow Nipple.

Group: Members
Joined: Mar 13, 2010


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NaidRaida  |
Posted: Saturday, Apr 28 2012, 20:54
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Inactive user

Group: Members
Joined: Dec 14, 2010


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| QUOTE (PacketOVerload_x64Bit @ Saturday, Apr 28 2012, 06:41) | DO WANT! BETA FOR A OLD BUDDY? |
No. I don't like to share non approved stuff. You'll have to wait. I could have worked more on this one already but another car suddenly caught my attention and stopped me working on the Oracle. | QUOTE (Triple Penetration @ Saturday, Apr 28 2012, 18:07) | | Please make it two-colour, just like the new Schafter in TBOGT. I'm pleading you! |
Which one? The Oracle? Right now all four color slots are assigned (rim color 1 + 2, body color, metallic effect color). I will have to take one of the rim colors for the second body color then. I will give it a try but I suddenly moved to another car which you may like too: the Schafter2 from TBoGT (the already tuned one). I will put all energy in this one first, but will go back to the Oracle later. (Original Schafter2)I'm having some issues right now but testing goes on. Some screenshots should be ready very soon. This post has been edited by NaidRaida on Saturday, Apr 28 2012, 21:15
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PacketOVerload_x64Bit  |
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Go Home Lens Effect, You're a Drunk Rainbow Nipple.

Group: Members
Joined: Mar 13, 2010


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Awww. ^ The comment makes Packet frowny-face.  Just kidding. Thanks anyway? Hey Naid, If you can do a UV-unwrap, I can make vinyls for these. I know %0 about modelling. Here's some information if you're interested, from a very reputable, experienced source: | QUOTE | doing this is quite easy actually. First: open my Lambo's wtd and see the file name convention of the liveries, the "gal" part is changeable.
So, for having paintjobs you have to use the paint3 shader instead of paint1. The difference here is the UV mapping. Once you have mapped UV1, dirt, scratches, car color etc, right-click the object(s)/properties and give it an UV2. To map this, you need ZM's mapping tool where you can either simply make a copy of UV1 to UV1 or make it manually onto UV2.
The assemblance of the paint3 shader is different to paint1 as well: texture uv1, texture uv2, dirt uv1, spec uv1 now, texture UV1 is simply the usual blank white, grey or whatever you prefer. texture UV2 is the paintjob, on my lambo its gal_sign_1.png. You can place 4 PJ files into the WTD (or even more, causing weird behavior maybe). If you want the car being Paintable via trainer only, you're done. If it has to spawn with a paintjob, add +livery to the vehicles.dat line. If you want to have random PJ/noonPJ on streets, use one or two EMPTY .png files as PJ, 100% alpha channeled. Time to time hthe vehicle will only have car color if the game chooses the empty PJ.
To get the template just make every part visible in ZM. Now go into vertex or whatever mode and again use the UV tool, but be careful! Select old mapping, no changes. then you can select the paint3 material only. Screenshot it as big as possible and you're done. |
2048x2048 is really nice for workin' those vinyls and paintjobs in as you can use the auto-select tool to outline the negative space around the uvwrap to paint and cut only on the model area of the vinyl. Cheers and best of luck and continued success with whatever you work on, good sir. -Packet
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